What to Expect

Known Traps

Sonic at entrance to village spikes in middle sections and blades near the end. These traps appear randomly

Tips and Misc

When you start this quest you'll zone into a Jungle Clearing. There are several monsters you'll encounter in the clearing, but the entrance to the main quest is roughly to the NNE. There is a rest shrine right outside the quest entrance, so any SP/HP lost fighting the monsters while you get there are easily recovered. You can also just run past the monsters and take some hits, but why bother when you can just fight them and then rest up. (Optional: Dispatch all Kar-Thul sentries - 18 total (500XP))

Inside the dungeon itself there will be a locked door blocked by a force barrier on the left at the first intersection. Turn right at this intersection, then go south at the next to enter the Village. There are multiple random traps located in the village, usually on doorways and in the corridor on the right just before the shrine. In the far south east room kill Vortarg Kar-Thul and loot the Silver Key from the chest. The key is used to unlock the locked door back near the entrance (or its twin that is in the Hatchery of the dungeon). Darak Kar-Thul can spawn in the village before the shrine.

Exiting back out of the Village to the north, you'll enter cobwebbed tunnels (the Hatchery). You need to explore through these and kill 5 of Whisperdoom's offspring and with 7 Kar-Thul Enchanters to drop both force barriers. Use the Silver Key to unlock either door, as opening one opens the other as well. This takes you into the Lair. Whisperdoom can be found anywhere inside the lair area wandering in search of the destroyers of her young. Aeducan Gobban can spawn inside the northeast secret door, next to the group of Shambling Corpses.

Whisperdoom is very tough to take down. She has fast healing and is hasted. She inflicts Burning Blood (1d8 acid damage and 1d8 fire damage every 2 seconds.) in addition to Horrid Wilting which does massive AoE damage based on difficulty. She also has damage reduction but is vulnerable to Searing Light and other similar spells, including Negative spells like Harm (works best for higher level casters) or Inflict wounds. The other spiders also have acid attacks, so acid resist/protection or gear with acid protection would be very helpful.
She is a magical beast, so magical beast bane weapons are effective.

Two of the three trade-in item drops are behind secret doors most of the time.
All of the items are randomly disbursed in the lair area, Battle-Standard can be in a locked chest (DC Normal: Fail:42, Success:45; DC Hard: Fail:43, Success 46.)

To reiterate, Acid resist is extremely helpful.

Monster notes

Kar-Thul enchanters will attempt to vanish when near death and will reappear usually behind the party.

NPC rewards: Standard, and in addition, 3 collector items that you turn in to the Ungurz Lieutenant <Tangleroot Artifact Collector> back in House Phiarlan across from the caravan give you another list that might contain following rare named items: